Arrest Warrant [updated 2/21/15]

v1.1 - last updated February 21, 2015Click here to see the changes in the latest update.

This is probably the final update, in anticipation of GTA V next month!

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WHAT IT DOES
This script adds a fairly intricate notoriety system similar to Assassin's Creed.

Gaining Notoriety
— If the cops see your face during a chase, there's a chance they'll IDENTIFY you for the crime.
— If you ESCAPE after being identified, the crime is added to your arrest warrant.
— Your warrant is given a NOTORIETY rating based on how serious your crimes were (1 star, 2 stars, etc.)
— Press 0 on the numpad to show your current notoriety rating.

Starting Pursuits
— If a red-alerted cop gets close, he'll stop you & ask for ID. Niko is an illegal immigrant, so... 1 star no matter what.
— With high notoriety (3+ stars) if a nearby cop is fully alerted, he'll RECOGNIZE you & start a chase.
— If a fully alerted cop sees you bump someone or commit a serious traffic crime, he'll give you 1 star.*
— If you hold a gun/explosive near a cop, there's a chance he'll spot your weapon & give you 1 star.*

Ending Pursuits
— If you get arrested (or die during a chase), your arrest warrant will be cleared.
— You'll lose your wanted level if you're unseen for a long time (60 secs per star).
— Hold F1 to surrender. Doesn't always work, because cops are angry.

High Alert*
— Cops will be alerted more easily for a while after you escape a chase.
— If a cop becomes fully alerted during this time, the previous chase will RESUME.
— High Alert lasts 1 minute for each star you had in the previous chase.

Wanted Vehicles
— Your vehicle can have its own wanted level, if it's identified during a chase.
— Outside of chases, alerted cops might RECOGNIZE your wanted vehicle while investigating.
— If your vehicle's wanted level is at least 3 stars, it'll slowly alert cops on sight.
— Stolen vehicles are often REPORTED to the police.*
— Go to a Pay 'n' Spray to clear the vehicle's wanted level

HOW TO INSTALL
This is a script for HazardX's .NET scripthook. Just extract the files into the 'scripts' folder of the scripthook.
Note: Use the latest version of the scripthook. v1.7.1.4 and older versions will not work.

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NOTE: Lots of detailed tips and known bugs are in the readme! I recommend reading them so you know what to expect.

DesMan, there's no need for a video. Everything you could gain from a video is included in the description/pictures

AngryAmoeba, Keep up the great work man, I've seen a lot of quality scripts coming from you for the past day or two, and I'm impressed with how creative you are in making IV a more realistic/fun game. 10/10

If you could make a drug dealer mod that would be epic. Make it so you sell to people and buy drugs (and use them yourself). Make other gangs come after you if you start selling it there area (you can sell drugs for more in gang areas). Make it so cops will have a % of doing a drug bust. Stuff like that… I think you could make it with your skills, so I’m challenging you to do it!

@Cubexd: I'm not very interested in making a complex drug dealing mod... I do have a simple script for smoking joints, but they have no effects and you can't sell them. It's just for fun, to smoke in the game while I use my vaporizer IRL. :P

@ComedyInk: I've thought about adding fake IDs, but it's a low-priority idea right now. As for the bribes, I simply increased my high-notoriety bribe costs to huge amounts ($2 billion for 6 stars). Almost impossible to even have that much money, but maybe it's appropriate for such serious crimes.

I also strongly recommend HippieCommunist's Prison Break mod. I made this script compatible with Prison Break, and they mix really well. It's very hard to escape from prison, because even if you lose the cops at first, your notoriety will make them watch out for you.

Hey,btw..anyway you could share that script for smoking joints with me,i have been wanting something like that..i also thought it would be pretty awesome if somebody could make a script for smoking one of the bong models that are in the game,not sure if that can be done though? Im a Jerome Baker fan,and somewhat of a glass bong connoisseur myself.

Excellent mod: 10/10. I have not encountered any bugs to indicate that this is beta, and I cannot think of any feature requests at the moment. The ability to tweak the settings via the .ini file makes this mod worth more than 10/10 stars in my book! Thank you, I'll be looking forward to new/updated mods from you!

Hey Amoeba, I still can't get this to work. I have the scripthook, etc. Put the files in the scripts folder and still nothing. Have oher stuff working, but, to no avail. The traffic mod works..lol. I'll keep at it. If you know of any modders in Florida, let me know. I'd like to learn how to create mods. Have a car in NFS Underground 2 I'd really like to have in GTA 4. You're really creative with your mods. Been jugglin a few ideas for some mods. Might have something for ya to work on soon.

Check your ScriptHookDotNet.log file for any error messages. If it says "Could not load type 'GTA.NonExistingObjectException'", then your scripthook is outdated, and you should follow the link in the description to get the latest version.

Sure, just let me know where to send it, like an e-mail address. Or get your forum posts up to 10 to earn PM rights, and PM me. Or just make an account over at GTAForums and PM me there (same name, AngryAmoeba).

I think this is working now. I was doing the last of the most wanted in Alderney, where you have to kill all the targets in the parking garage. I was shooting up a storm, and got a wanted rating. Cops showed up, but never came up to the top level. On the bottom of the screen while I was taking down the target's bodyguards, this came up:

"Cops are giving up..."

"Cops gave up.."

Then, after I killed the last goon, I started to go back down to street level and a few cops were still around. Well, low and behold I got close to one and the next thing I knew, I had one star and 3 cops on foot chasing me. Yet, none of em had an arrow over their heads. I've never seen those words come up anywhere else in the game. I also checked the script log and there were no errors. Do those sentences have anything to do with the warrants?

No, those messages definitely weren't from this mod... All Arrest Warrant messages are in the top-left corner. You should see messages like "Identified by 1 cop for 1-star crime" and if you press 0 on the numpad, you should see "No active arrest warrant."

Geez, so many comments about the joint script... I won't upload it here, because it's 95% HazardX's work. Please add an e-mail address to your profile, and I'll send it that way. Or I can send it via YouTube PM, etc. Just let me know.

I really want to try this mod, but it seems that every time i install the ScriptHook you linked, I can't even start the game. Nothing happens when I run it. It's not the ASI loader or anything, but when the Script Hook is installed, the game won't run.

I was gonna try other ScriptHooks, but you only mentioned Hazard's. Can this script be used with any other ScriptHook?

Do you use GTA IV patch 1.0.4.0? Because the .NET scripthook also comes with the latest version of the C++ scripthook (ScriptHook.dll), and that latest version makes 1.0.4.0 crash. So you'll have to replace that file with this older one: http://www.mediafire.com/?g9dkpfwok7b82b6

And now it works, thanks! However, I don't think that scripts are working, though. I put your mod in the scripts folder along with another script (Lilmcnessy's car dealership), but I don't see any arrows over the cops. Is there something else one should do to make the scripts work? Maybe I could try an another ASI loader? Or would starting a new game help in any respect?

Open ScriptHookDotNet.log (in the main GTA IV folder) and look for any messages about Arrest Warrant. If there are error messages, please paste them here.

If you don't have that file, then the hook isn't loading. Make sure you install the Microsoft files listed in the "Requirements" section of the scripthook thread (link in the description). If you already have those, try another ASI loader. Starting a new game won't help.

Ah, now I see. Since you've got 1.0.7.0, you actually need the latest C++ scripthook. That will fix the version error. The older scripthook that I linked is only for older patches. The crashing you had before wasn't fixed, just preempted by the version error.

Most likely, the crashing was because you didn't have the required Microsoft packages installed.

I loved this mod on 1.0.4 and i recently switched to 1.0.7 so i could play LCPDFR 0.95 but now i am getting error in script when starting. I have all the proper files as all my other scripts are working just not arrest warrant :(

The mod is very good 10/10. But I have a suggestion I have downloaded ticket.cs for traffic fines but each time it nearly takes 10.000$ for a traffic offence .I think you have to add your own fining system it will be perfect.

I know of a few similar mods on GTA Garage, but none are as stable as yours. I was just curious if you could add a hotkey to don a ski mask? Committing crimes with a ski mask on would eliminate the ability to be identified, sure, but I enjoy being able to plan a hit/heist in game, and a real criminal wouldn't let himself been seen.

Hmm I was trying to find mod that will tweak police and now when Im replying gta4 after a long long while I found this :) It is great idea. I tried by myself to make police aware about bad things player do for example holding a gun and I found parameters for that in files but editing them didnt do what I wanted or not quite as I wanted. It would be good to add to this mod feature that when player drives very fast or drive on red light then police will react too. But most important thing that I wanted to change is police having 6th sense. When player is in police alert circle there is no way that player can hide cuz they always know where player is. I found parameter for that ad tested it and I made police blind lol I was walking near them and hitting them on highest star chase and they did nothing. So there is way to make them less allknowing beings :) Please make this feature in your great mod.

Im sorry When I posted my first comment I didnt test your mod because I had problems to run mods but slowly I managed to fix that and now I played using your mods and Im happy about what you did. It should be in vanila game. Police now acts as police should. They not ignoring player who run on red light and do other dangerous stuff. Also they dont forget crimes. Hmm it is weird that you dont want to interfere default settings of chase AI which would make police realistic but you already made mod that interfere in game dificulty. Now is very hard to avoid police cuz player must spend money on bribes if not he will be chased even if he escapes from alert circle. So how come not to make police not so unhuman in chase mode. They always know where player is. Why not make them randomly patrol this alert circle? Instead they heading at you even if you hide in perfect place out of people sight. They look like they got contact with some kind of god who tells them where player is :) Maybe separate mod for chase alert? It would be realistic chase alert mod.

Can I have request for you? Could you make mod that will swith LMB to gamepad trigger? Tere is big problem in this game and rockstar dont care. On PC when player use mouse then all guns loss recoil and in blind fire mode guns are always 100% accurate. But when I use my gamepad to shoot it is very different gameplay. Bullets are random from blind cover and in normal shooting guns got recoil and bullet spreed. Very weird that rockstar is blind at this issue. Some guy on YT made vid about it. So not only Im annoyed by this weird conversion bug. Here is vid on YT > /watch?v=ZpMVo8PLe8U

My trainer works as its supposed to. For the most part my asi loader works right i think...it loads firstperson.asi, trafficfelony.asi, trainer.asi fine. When it comes to speedoIV.asi(v0.3) and..net script hook. It gives address' oxoooooo on both...

So i assume that arrest warrent dosnt load because. Net script hook isnt doing what its sposed too...no mods i run threw the. Net script hook work. And ive tried 10 diffrent configurations to make the speedo work to no avail...what am i missing here, i am relitivly new to this, but have a good grasp on modifying files and the stuff involved in this. I already gave up car mods due to taxi bug...taking it step by step here and still running into problems. I see youtube video's of awesome car mods and everyones got the speedo...donno what my issue is, i cant really get anything working right.

With that said...the game works great and plays smoothly with out traffic control mods, i have a decent formula that works great, its just missing all the "good stuff" im at my wits end if anyone could help it be much appriciated.

@sneekypete you want speedometer? I had similar issue to get spedo work. Sometimes some speedo scripts worked some didnt but I used mod that makes car use fuel and there is speedometer implemented so Im using that one. I changed it to kmh in photoshop. It works good. I also moded that mod for my liking. Mod name: gk_fuel_script_3_1_2 I also got problems with scripts. They didnt want to work but I downloaded and added XliveProtectDisabler.asi and all of added mods working. But I got stability issue and game sometimes crash. I dont know if this is problem with mods added or just game problem. Im on patch 1.0.7.0

@sneekypete: Make sure you've installed the required Microsoft packages that are in the .NET script hook thread (Visual C++ 2010 and .NET Framework 4). If that doesn't work, maybe try a different ASI loader?

@angry. Thanks for the reply, i know i installed framework 4, i may not have installed visual c++ 2010, i actually assumed and thought i saw the game install it, i could be mistaken, ill check that out, i read somewhere that xliveless 0.9?? Conflicted with aru asi loader, and has an asi loader compiled inside it? currently i have it removed, is it required? I tried the file check asi. And it tells me its only compatible with 1.0.0.0- 1.0.4.0...im sure thats incorrect.

As it stands i have the most recent xlivelss, most recent script hook (being the one included in hazards. NET scrip hook?) And 1.7.1.7. .NET script hook by hazard using the script hook.dll included in that ( cause id assume that be the most recent and up to date?) Ive been buried in this for about a week now, definitly a lot clearer now, this is why im confused why it isnt working as it should be.

Native trainer works, traffic felony works, first person.asi works...i have about 4 or 5 of my favorite rides installed with no taxi bug, guns and explosion mods, if i could just get arrest warrent and the rest of the goods working id be in heaven

Speedo totaly completes the package in my opinion =) thanks for the tip, ill check that out, most importantly ill check out xliveprotectdisabler.asi. this is one i have read nothing about and totaly sounds like a legitiment remedy to my problem....as well as checking to make sure i have visual c++ 2010. Both somthing i hadnt looked into yet....

You guys are great, thanks for the feedback, ill let ya know how everything works out

Thanks, everything but speedo works now, ill try the one cosmic recomended, but i am so releived to finialy be able to play the game the way i want to play it.

I had an error with my controller profiler (thats how i launch the game) after i r/s from c++ install...said something about two devices being on the same channel or something... i tried to launch it from launcher and it gave me a secure launch failure...after installing the xliveprotectdisabler did the same thing. Thinking c++ install played some tricks on a few things, i went and uninstalled profiler and reinstalled, all my profile settings still there, launched from profiler...everything worked. Im saying all this in hopes it helps someone else having similar issues

As for the Mod...man your awesome, mod works great, gave the game a whole new twist, obviously havent played with it a lot yet, but just in the 30 mins i did play with it i could tell it was great work. Looking foward to your others and hopefully future gtaV mods =)

Niko keeps surrendering when i get into shoot outs with the cops...i assume its the ticket.cs? I thought that was a 1040 bug? Any solution other then removing ticket.cs? It be a shame to have to ditch it, but otherwise makes the game unplayable cause it effects the missions as well

@sneekypete: Glad you got it working! Unfortunately, I don't know anything about that ticket.cs surrendering bug... I use 1.0.4.0 and I never saw that bug when testing my mod's compatibility with ticket.cs. :/

Could you add simple change to this script? Make canceling unavailable for some time. Maybe editable in ini. It is silly that player can cancel bribe and call again and wait for closer location to be selected. Also is there chance that you would make script for editing police chases ? for example maybe someone wants to set more cops on 1 star or make police drive faster on 1 star. Make police see less. Make police not have sixth sense and they will not automatically go to player even if they dont see him (grayed out stars) I managed to edit police to make them blind as I mentioned earlier and then I tested their sixth sense. They always stick in center to my current location. If I make them blind so how come they know where I am. Im asking you because your scripts add realism to GTA and all that cops chase makes game uber unrealistic. Delay between cops respawn would be great. In vanila game they spawn like crazy. Try to kill them all even on god mode or like I tried when I made them blind. They didnt get to cover and was easy target and died like flyes but they always overwhelm me. Rockstar made it only for 1 purpose. TO DESTROY PLAYER without any logic. Just u must die. But still I can escape from 6 stars not by driving car very fast and hawe hope that they will not spawn on the same street in front of me. But Im going to metro and run away through tunnels. It is very easy. I dont know why some retards at rockstar made metro trains to dissapear and not working till chase ends. Instead I would make running away in train very hard. Even if player would manage to kill police in metro then on other station there would be waiting police and swat team and train would be stopped. Instead they made trains go away for good lol. So script enabling trains in police chase and making police spawn on stations would be nice. Police behavior ruins gameplay. It is not only unrealistic but mega retarded. I made records in killing cops then run away through metro and it is boring now. But trying to run away from 6 stars on streets in IMPOSSIBLE. Only fast car and luck is a option. For me it is dumb and boring. Also mouse no recoil exploit made by dumb rockstar makes things to easy.

@cosmic: Sorry, but I've stopped developing these mods (except for fixing critical new bugs when people report them). I just started summer school and a new job, so there's simply no time anymore. I'm trying to keep responding to people here and on GTAForums though.

Hmm sorry to hear that because your scripts are the best so far for me. I hope U will reserve some time to make them for GTA V if rockstar will fail again. :)

U know when something is given to you it is hard to resist. Human nature:( The same is with breaking law. U can not do it to. Stoping on rd lights ect. That way nobody would need your script ;p But when u forget to stop on red light in front of police and see no consequences then you just do it. And thats why I love your script because it reminds me that Im doing wrong :)

Also killing this bribe guy should make 4 stars wanted level :) Also he should be armed. To bad that you got no time to develop further your scripts.

Im still seeking solution to make mouse gameplay look like gamepad gameplay . To make gun recoil like when using gamepad. This is bothering me from first day I bought and played GTA4 on my PC. I would be grateful if u would suggest solution for this. (I only like to use gamepad for heli flights rest I like to play with keyboard and mouse) Do you got any ideas to fix this?

Im so angry on game devs for * this :/

Rockstar should take example from your great scripts and implement them in GTA V

is this mod compatible with simple native trainer or other scripts. When i start the game it sometimes crashes (actually freezes) within 10-20 minutes. Is this due to other scripts or is this common? Overall good mod!

Freezes haven't been reported before, but there's still a chance that my mod is the problem. Since your game doesn't freeze every time you play, it'll be a bit hard to test. But if you remove Arrest Warrant and the game eventually freezes again, something else must be the problem.

(Changing your character model with a trainer will make Arrest Warrant crash, but the game should keep running. You can avoid this crash by toggling Arrest Warrant off with PageUp+NumPad5, changing your model, then toggling back on.)

AngryAmoeba PLEASE send me the joint mod, i've literally been searching for this for the past 4 YEARS. the closest thing I found is a foreign mod that smokes a joint using the "R" reload button -_- which makes no sense

Honestly, I agree with you. It's too complex and buggy. I wish I could have polished it more, but I don't really have time now.

The 1-way street bug only happens in a few specific places, but if it's too annoying, you can edit ArrestWarrant.ini so that driving the wrong way isn't a crime. The setting is something like "Driving_WrongWay" – just set it to 0.

Even with the awful bugs, I still think this mod is kind of interesting. But maybe that's just because I spent so many hours working on it. ;)

Loving this mod so far. Only ran into one problem tho. When I try to hang out with brucie or any character it seems they just stand still and wont move no matter how much you honk. Plus there frozen solid, I tried pushing them and even running into them with my car, not even a budge. I hope you haven't stopped updating this awesome mod.

Well, I've just tried it, and I find that my previous comment comes across a lot more negative than I even meant it. I really like how you thought of so many additional features for the police and after trying it, it does really make it more dynamic as I expected it. Because the police as it is originally is kind of dull and very black&white, as in, you can seem do whatever you please, as long as you don't shoot and "Better not hit our car or else!"... And then after you've evaded, it's also really over and they suddenly forget you. It's also great that you made it so they detect you speeding, even running through a red light and things like that. It all feels a lot more alive and even more intelligent. These kinds of details were kind of what I wished were already in the original game.

The only thing I'm not so sure about is that sometimes they kind of recognize you too easily. Sometimes when you're wanted, suddenly out of nowhere you get the "resumed pursuit".

Oh, that reminds me, here's actually a thing I wanted to ask you about: Do you think you could make it so that it takes more time for police to show up? Because they always appear so suddenly, especially when you have 4+ stars and then Noose and vans and choppers spawn all around you and zero in on you in about 10 seconds. Isn't it possible to kind of simulate them actually have to first come from afar? Perhaps through a delay in dispatch or have them spawn farther away (as I did see a traffic-spawner in which you could set the spawn-distance) or even a combination? Cause as it is now, when they recognize you *BAM* they're all on the spot as if they've been stalking you. It feels more like an ambush than a pursuit.

Anyway, that's just some feature-feedback. I might have some other comments, but I also found a bit of a conflict with your own 'Bank Account'-mod. Which is, when there is a "high alert" it's constantly on-screen until the time is up, right. Well, when you then go to an ATM, as risky as it is (I got caught the first time), the text for transfering money shares the same place as the countdown for the "high alert". And what happens is that you see the two lines of text switch very quickly, as the countdown-text refreshes every second and forces itself on top, but then the bank-text forces itself on top again, and so on. It's rather annoying to read, barely possible even.

Which actually brings me to one other idea: Maybe it would be cool to streamline the information of this mod. For example, have more icons, such as "high alert" indicated with an exclamation-mark or something and the time next to it or in it. And have other information with icons, such as using the actual star-icons. Maybe you could put the information in the top-right, around the other information already there, which would also solve the interference with the Bank Account. But that might also bring a lot of issues with placement and sizing for different resolutions and all that. But just an idea. In any case, it would be great if there was less text and more of like "indicative icons".

But overall it's pretty great. Again, once you've committed a bigger crime, it all becomes a bit sensitive and you just get mobbed by police in no-time. Or well, sometimes even when you scrape a car or hit the road with the bottom of your car, which is kind of silly. But at least it gives some more action and you're more alert at almost every turn. Which I've personally gotten used to in some games. Cause "open world" in GTA really means "open world". But after your mods... none of that... lol I use all of them except 'Weapon Storage', and it's pretty much the main things that the original game missed. I'm telling you, if GTA5 ever comes to PC, and it misses these things, and you'd make like a fully functioning mod-extention-pack with these features in it and even charge like 5 Dollars, I'd buy it. :P

I'd like to ask the same question GoldenJoel asked about the ski mask as BR's wanted is pretty old now and I personally think this mod is superior especially since its like BR's Wanted and Wanted vehicle combined. Anyway I think it would give the mod greater immersion since even if I found another toggle ski mask mod it probably wouldnt even effect this mod and be pretty much useless. Also I love that this works with HippieCommunist's Ticket script which makes one star so much easier to deal with. 10/10!

Just ran into my first bug, I know the mod isn't being developed anymore but just wanted to say I've been using this mod for about a year and love it! But when I'm doing the mission where you drive the garbage truck with the mafia guys, the cops always start chasing me saying I hit a pedestrian. I assume it's because of the two guys swinging around off the back of the truck. Other than that, I've loved this mod since the day I installed it!

I wonder why police dont react to car wanted lvl of 1. How to make them slowly recognize that car and start to investigate or make 1star wanted lvl. As for now they just do nothing even if I stop near them with that car which have 1 star wanted lvl.

I wonder why police dont react to car wanted lvl of 1. How to make them slowly recognize that car and start to investigate or make 1star wanted lvl. As for now they just do nothing even if I stop near them with that car which have 1 star wanted lvl.

@Beedo83: If you've run into 1 bug in a whole year, you've been very lucky! This mod is buggier than I'd like, but it takes a ton of time to polish everything, and I barely ever have time anymore. Glad you've enjoyed it though!

@Pro Racer: Yeah, that's because the game doesn't actually spawn cops in cop cars until you're fairly close to them. And the mod only checks for new cops once per second, so if you're going really fast sometimes you've already passed them by the time they can react. For the next version, I'll see if checking at a faster rate helps.

@dionjamaal: When I want to shoot some fools, I play the Terrorist Hunt mission in HippieCommunist's Contact Missions mod.

@cosm1c gam3r: You're right, this mod's cop behaviors can break or interrupt missions. When that happens, I recommend toggling the mod off (PageDown+NumPad5) until it's safe to turn it back on.

About your requests: I recommend trying the v1.1 test version (link in description). For cops recognizing low-level wanted cars, see the new "StarsToRecognizeVehicle" INI setting. For more sensitive cops, use the new "OverallAlertMultiplier_TwoStars" setting.

I've come across a very annoying bug with this mod. Whenever I do a mission that involves a lot of enemies trying to kill me, they are just floating in the air and they aren't attacking and I can't kill them.. If you know a fix, let me know..

Hi there AngryAmoeba. I'm sorry, I missed your post in April with the suggestion to test the newer version. I'd stopped playing GTAIV for a while until recently. But I'll try it now cause I'm definitely curious.

Also, I just had another idea, which I don't know if this mod (or even the newer version) is already supposed to do, or if it has been suggested before;

What if there was a function that cops could lose track of you? I mean, right now there's no other way than being outside of that "zone" (the circle on the map) for a while for them to stop the pursuit, right? Just like it already was in the regular game.

Well, I know that this mod can use line-of-sight, right? Well, how about, if that happens, say you're around the corner and you go into an alley, that they do not know that you went in there and just race past? There must be a way to make them "forget" where you are in case of a certain event, which would be "out of sight" for a certain amount of time (instantaneously would make it too easy of course).

Maybe an additional thing could be if you would "lower your profile" (hinting at Assassin's Creed again of course ;) ) say, if you slow down on foot or just walk, or stand between people (if the game or mod could even see such a thing), or similarly with a vehicle, slowing down, or turning off the engine (some mods can do that), or sitting still with it somewhere where they didn't see your stop. Maybe other things like getting into a vehicle, ditching a vehicle (in case they recognize the (stolen) vehicle rather than yourself) or switching vehicles could throw them off and make them lose you. But this might get too detailed and complex to create perhaps.

Why this would be good for gameplay is that you don't get more and more cops just piling up after you to begin with. That some of them would just kind of drop out of the pursuit, making the amount of cops after you more dynamic as well, not just adding and adding. So, this would make moving, evading, and hiding, even inside that "zone", a lot more effective, rather than having them still moving in on you just because the AI knows you're there. Of course all this also adds more to the "realism".

I think it's already possible in vanilla for cops to lose track of you that way, e.g. you run down an alley and they run past it. They do have a supernatural awareness of your location sometimes, but it seems like it's not always. Also when you switch to a different car without them seeing, they have to be closer to spot you.

I've always tried to avoid messing with the police AI during actual chases, because I don't want to break anything. I just enhance the AI outside of chases, which does almost nothing. (One thing they actually do, chasing NPC criminals, breaks with this mod. Also the chase AI breaks while Dispatch Delay is active, so I'll have to remove it in the next update.)

I'll add an INI option to lose your wanted level after being unseen inside the search radius for a long time. So instead of continuing to search until they somehow sense that you're not in the area, they'll give up if you can stay out of sight for 3 minutes or so.

I'll also add an alert weight outside chases for standing near other people (when they aren't injured or ragdoll). I love the "low profile" idea for chases, but I don't have the time or knowledge to achieve it right now.

Well, there is already some of that variation in your "profile" with the mod. Like they can sense some actions differently, some easier than others. Or how you made it so they see different weapons more easily than others, and also detect different speeds for example. Would be nice if they would kind of "unnotice" you once you blend in with cars at more regular speeds or something, or of course when your speed hits zero, maybe lights and engine are off, their awareness would turn very low. As for switching cars, I guess it would be a similar thing to how you made a wanted-system on the cars, but too bad if it's not possible.

But I'm not so sure if they really lose you, when you change path without them seeing. They always seem to be able to zero in on you, I can always see the AI just spawning and moving in conveniently on the map. But I think the mod did make it so that it's a bit less direct now, I definitely noticed that I'm being mobbed less, at least with v1.1.

The new INI-option sounds pretty much like what I'm looking for. Maybe it could be an "inbetween"-thing, like they've kind of stopped searching but not really. However, there's already your "cooldown"-time, so if that would still happen, I guess it would be just right. Oh, how about that they all turn to their "yellow" state or something? As the "inbetween"-thing... Maybe that's technically pretty much the same as in the "cooldown", but I don't know. Just without the countdown I guess... although there still could be a seperate countdown for that like you said.

By the way, what are NPC-criminals exactly? The regular pedestrians that commit a crime? Well, in any case, I noticed that they don't always chase them anymore indeed, but sometimes they do. For example, when some guy comes after me and starts a fight, and I go stand in front of police while getting punched, they don't do anything. I guess it's when they're in a fight which the player is not involved in they do go after them.

Anyway, I think it's pretty great what you did with the HUD and things like that, that's pretty much what I had in mind. It takes a while to get used to, but at least it's better than lots of text. Cool that you keep adding more options as well. Again, Rockstar could have learned from this.

I don't know if this has already been requested or discussed thoroughly;

But would it be possible, for one thing, to control which types of police-forces appear at which wanted-level? Like say that you could even get NOOSE to come at 1 star for example. Or is this something similar to how you can't control that there are roadblocks?

Another (bigger) thing is; Would it be possible for you to make it so that, when you murder or shoot down a cop, with 0 stars, that it does NOT just jump to 3 stars immediately? Because it's kind of silly, especially when there's next to nobody around, and really especially when there's no other cops to "radio in", that they instantly jump to like "code red" and every car and chopper is coming over.

It would be nice if you could at least implement something like that dispatch-delay that's already in the mod, to kind of simulate that delay of the news spreading. And not just instantly like "OK, you cop-killer, it's on and we're after you right now! We know who you are!", but rather just like, a body is found, something gets reported by whomever, and so on.

Maybe it could even be more similar to how a stolen car gets reported or something, but a little more serious of course. That you'd get a notification in text, that they found out about a shooting or a body or injury or something (or the option to either have the text on or off). Perhaps another customizable "chance of recognition", specifically attached to an event or crime-scene, because there might have been witnesses who identified you. Yeah, maybe it could be calculated through how many peds were near and saw you or something.

Maybe there could even be a difference in how much you're wanted between having "only" shot a cop or person, but they're still walking, or so much that they're down but still alive, or that you've completely finished them off. Which could equal 1, 2, and 3 stars respectively for example. But this might get too detailed and I don't know if it's possible for the mod to detect all such things.

Maybe cops should investigate car-alarms. I'm not sure if you can make them detect that, but if that's possible, they could be attracted to it (within a certain range ore situation), whether you're stealing the car or it's just a car that went off because it was hit by something.

In fact, now that I think of it, it would be great to use as a tactic, to set off a car-alarm to lure away cops and you could get away or something.

I've found a small problem, which you probably can't and don't really need to fix, but is kind of funny as well;

I was playing the mission where you have to drive around a garbage-truck with some other guys to pick up trash-bags with diamons in them. But whenever I'd pass by cops, they'd start following me with the accusation of having hit pedestrians, while I didn't. I think that ArrestWarrant probably counts the guys hanging from the back of the truck, I guess they're making some kind of collision with the truck, and so ArrestWarrant comes after you for that. lol

Anyway, like I said, this is probably unfixable, and even if it was, I don't think it's necessary anyway, unless there'd be some popular garbage-truck-mod you really want it to be compatible with or something. :P

A rather short comment now though. The idea; Fines for the weaponry you possess. For example, you get arrested and you have a pistol and a rifle in your possession, you might get fined $1000,- for the pistol and $5000,- for the rifle, most likely editable in the .ini-file of course.

The same might be added for the use of them, or the crimes you've committed, by which of course the fine(s) would go up. Maybe you've put a pistol to use, which might cost you $2000,-. Or if it would detect the crimes, maybe you've shot or killed a cop and it would cost you $10.000,-. This might go a bit far, but just ideas... :)

In any case, this would give a reason to have and make money, and also something to lose it on (besides the bribes). Rather than being arrested, going to the hospital or whatever, and then simply be free for free.